| Literature DB >> 36212037 |
Evan T Smith1,2, Paulina Skolasinska1,2, Shuo Qin1, Andrew Sun1, Paul Fishwick3, Denise C Park1,2, Chandramallika Basak1,2.
Abstract
Investigation into methods of addressing cognitive loss exhibited later in life is of paramount importance to the field of cognitive aging. The field continues to make significant strides in designing efficacious cognitive interventions to mitigate cognitive decline, and the very act of learning a demanding task has been implicated as a potential mechanism of augmenting cognition in both the field of cognitive intervention and studies of cognitive reserve. The present study examines individual-level predictors of complex skill learning and day-to-day performance on a gamified working memory updating task, the BirdWatch Game, intended for use as a cognitive intervention tool in older adults. A measure of verbal episodic memory and the volume of a brain region involved in verbal working memory and cognitive control (the left inferior frontal gyrus) were identified as predictors of learning rates on the BirdWatch Game. These two neuro-cognitive measures were more predictive of learning when considered in conjunction than when considered separately, indicating a complementary effect. Additionally, auto-regressive time series forecasting analyses were able to identify meaningful daily predictors (that is, mood, stress, busyness, and hours of sleep) of performance-over-time on the BirdWatch Game in 50% of cases, with the specific pattern of contextual influences on performance being highly idiosyncratic between participants. These results highlight the specific contribution of language processing and cognitive control abilities to the learning of the novel task examined in this study, as well as the variability of subject-level influences on task performance during task learning.Entities:
Keywords: aging; cognitive training; game intervention design; game learning; gray matter volume; time-series analysis
Year: 2022 PMID: 36212037 PMCID: PMC9540228 DOI: 10.3389/fnagi.2022.936528
Source DB: PubMed Journal: Front Aging Neurosci ISSN: 1663-4365 Impact factor: 5.702
Figure 1A single trial from BWGU, depicting a four-context trial.
Figure 2Depiction of overall difficulty progression by the number of contexts (n) and performance threshold (d') in the BWGU paradigm.
Figure 3Screenshot of the Daily Survey Screen that appears just after the log-in screen in the BWGU.
Figure 4Plots of block-wise Simple Score by 30-min training increment over 20 h of training. (A) Depicts scores over time for individual participants represented in grayscale, with the average score over time plotted in red. (B) Depicts average scores over time with 95% confidence intervals, as well as demarcations of early, middle, and late training periods.
Summary statistics for demographic variables, cognitive measures, and the BirdWatch Game—Unity (BWGU) learning measures.
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| Age | 71.57 (4.23) |
| Female | 0.54 |
| Education (years) | 17.35 (3.15) |
| MoCA | 27.89 (1.56) |
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| 130.66 (34.66) |
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| 48.51 (12.25) |
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| 2.12 (1.95) |
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| 0.27 (1.54) |
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| 2.03 (3) |
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| 16 (4.06) |
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| 12.51 (3.88) |
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| 13.68 (5.52) |
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| Time trained (hours) | 17.35 (5.93) |
| Blocks completed | 467.5 (262.23) |
| HLR | 51 (18.2) |
| Overall learning (growth) | 639.42 (348.27) |
| Early learning (growth) | 712.67 (401.74) |
| Middle learning (slope) | 3.08 (4.51) |
| Late learning (slope) | 0.71 (2.02) |
ARIMA models found to significantly explain performance-over-time in at least one participant, grouped by number of occurrences.
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| “000” | 0 | 0 | 0 | 7 |
| “100” | 1 | 0 | 0 | 5 |
| “200” | 2 | 0 | 0 | 2 |
| “300” | 3 | 0 | 0 | 1 |
| “010” | 0 | 1 | 0 | 7 |
| “110” | 1 | 1 | 0 | 4 |
| “210” | 2 | 1 | 0 | 2 |
| “011” | 0 | 1 | 1 | 2 |
| “111” | 1 | 1 | 1 | 2 |
| “211” | 2 | 1 | 1 | 1 |
Figure 5Histogram of AR term values in individual participant's ARIMA model-of-best-fit.